All Master Class Blueprints are available on FactorioBin Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524 (Pastebin links no longer work)
I've watched the entire masterclass series, and I have to say the thing that is the most helpful wasn't the builds you provide, but learning from your example the design process and applying it to design my own builds.
You can't use oil to fuel boilers in vanilla factorio. I love it because it makes the ratios work out just right, and I never would have thought of it on my own.
@@卜仁宁 I believe the comment above was why not use coal to fuel the boilers or solid fuel produced from light oil (rather than heavy). Coal is less efficient than solid fuel, but it is more efficient to make solid fuel from light oil. I think if you math it out, it makes more sense to crack your excess heavy oil down to light oil, and use it produce solid fuel. This is stated on the wiki as well.
For sure it's more efficient to make solid fuel from light oil. That said, this design chooses not to do that because you would have to manually add fuel to the boilers at startup instead of just pumping some heavy oil into the system. Also the ratios work out so if the design didn't use solid fuel there would need to be another heavy to light oil cracking plant.
Watching this 18 months after you posted it, so i have no idea if you’ll see this comment, but wow, this is amazing! It’s so well balanced and beautiful.
Hahaha. If you watch some of his Let's plays, he often calls anything green, green circuits. As well as red and blue. It's funny because you eventually understand what he means automatically, even though you catch the mistake lol.
That's the rule of Copper: If a game has both coal and copper, 75% of youtubers will at some point mistake one for the other. It's not only Nilaus, and it's not even only Factorio.
Oh man. I’ve been playing this game since the beginning and feel confident about my skills (beaten bobs and angels). But when I watch your videos I realize I am just a padawan. Thanks!
In my opinion, one of the best uses for Coal Liquefaction is being able to convert coal *directly* into plastic without needing petroleum imported from offsite. By the mid/late game, you've generally got way more coal than you know what to do with, and the only consumers of coal I can think of off the top of my head are Grenades for military science and plastic, so most of the time you'll be swimming in the stuff. There is a distant worry that you'll overconsume the stuff and run out, but chances are that's not going to happen any time soon.
I'm surprised that the end of his video wasn't running the second belt of coal to the petroleum output and plopping down a beaconed plastic blueprint that precisely consumed the entire petrol output LOL
There were two things I really liked about this video and would like to see reappear in future master class videos: 1) doing much more design work/explanation in the video, rather than simply describing/displaying/demonstrating blueprints 2) having "chapters" (as I believe UA-cam calls them) so that portions of the video could be easily skipped (and to give a bit of a preview of what's to come). I think this is the best master class video yet (and a very good build to boot). Keep up the great work!
Just seconds before you showed us, my brain told me "remember he said tileable"l and look at simliar shapes and draw connections. So I had a real "Hodor" moment. Literally mindbending!
I believe I am going to have to watch this one a few times to fully absorb! I appreciate your walk through of the ratio calculations, it helped a great deal to understand the "why" not just the "how"
Nilaus you're freaking brilliant. I would have never conceived of a design like this. Precisely balanced AND tileable. And it's beautiful when you see the whole thing together. You inspire me.
I found these tutorials useful just for giving me an idea how to plan production. In this case I'm goint to start by designing my own coal conversion (say, one red belt of coal for now) and without modules, since I don't have modules for proper crude oil refinery and can't afford to build another one (I have rather crappy oil spawns on my map), yet I need way more petroleum than I can produce at the moment. Luckily I have few coal patches ready to tap into. Once I can afford modules en masse, I might switch to fully beaconed setups (I'm going for my first megabase).
Something I really want to try with coal liquefaction is: you're already producing steam for the liquefaction. What else does the build require other than coal and water? _Power._ What other than coal liquefaction can be made with coal and water? _Power._ Unfortunately, boilers and steam engines can't be upgraded the same way the modules and beacons upgrade the processing itself, and those upgrades massively increase the power draw making it infeasible to provide enough power to one of these setups using only on-site generators. Such power generation seems like it would eclipse the actual processing in size.
I used your ratios to make the nuclear power plant. One difference I included was to store the excess steam into fluid tanks to be used for the coal liquefaction process, since my power output exceeds my power consumption and the steam isn't being fully utilized.
If I understand it, you are relying on the fact that heavy oil will flow to the inputs first to ensure the heavy oil didn't run out. In my experience, it kept running out. Why rely on a feature like that when a single pump hooked to a nearby fluid tank via a logistics wire is a guaranteed way to ensure the heavy oil doesn't run out.
Thats why he uses long chains of normal pipes instead of underground pipes to the heavy oil cracking. Due to the pipe distance, oil will flow to the inputs first instead of running out to the heavy oil cracking plants.
Nilaus, I have to thank you for this. Just last night I went down the rabbit hole of frustration trying to fix the fluid levels in my pipes. Just could not wrap my brain around how a tank can be full yet the 20th pipe down the line has almost nothing. I had a coal patch right beside my Rocket Fuel and Solid Fuel City blocks and this fixed my OCD. Thank you good sir!
I had some fun with my liquefaction build. Building boilers and burning a bit of the coal, that's just too mainstream. I ran a train up to the nuclear plant, bottled up some of that sweet atomic steam, and shipped it straight to the liquefaction center. Worked brilliantly, and I got to say that my factory has a genuine steam train.
Hi Nilaus, love the designs. I usually start liquefaction very early - I often rush purple to get it - because I really hate that the crude oil tapers off, hard to design a decent base when at first the capacity for plastic is fantastic, but your copper isn't capable of supporting a high throughout of reds. Then, when you get that sorted, the plastic tapers off because the pumpjacks are losing it. I prefer setting up coal liquefaction because it is a definite and stable throughput that is calculable. I'll do a test of the design without beacons or modules, I hope that it can be used earlier in the game as well! I suspect there power consumption with all those modules is rough for a pre nuclear base.
Yes exactly! I hate that crude oil tapers off, which messes up the large scale plastic production and you spend ages trying to rebalance everything. Coal liquefaction way is much more stable.
@@ishaanmalhotra3008i just ran into that problem on mine. Dealing with keeping flame turrets supplied with light oil atm. Just one atm is all i need to keep reserves. Its nice. Very nice. Plastic will be next. But i gotta expand my crappy first base
jumped from the twitch stream back to liking this video, forgot it. :-D Great tutorials! And a very clear and calm talking, perfekt for the after-work-hours to watch and learn. Awesome!
I have used this blueprint to good effect with a slight modification. I have pumps stopping the light oil to petroleum cracking. The main reason for this is to create a stockpile of light oil which I use for flame turrets as well as for rocket fuel. I always find I have enough petroleum but no light oil if I crack it all.
Last time I did coal liquefaction I set it up as a dedicated rocket fuel facility, but I do agree that you want to try to have a single output when using liquefaction. Makes them much less fiddly than they would be if you tried to pull multiple outputs.
A single output is always easier, but if you want multiple outputs then all you need is a tank and pump to force the heavy oil back to the inputs before it can go to cracking.
You are one of the best experts for Factorio. How many time have you spant on the 1) Development and the rocket, 2) Making the complete map, 3)Making your serie of video’s? It’s amazing how you have done?
I think this video needs to be updated for Space Age because on Volcanus you do need to go from coal liquefaction to lubricant and light oil not just petroleum
Another great video, love the way you explain things. Going to have to watch this one a few times to grasp what you said. On another note, what happened to the Processing Unit video? I saw you had one for Green and Red, just missing Blue.
Great video, quick question - Did they change the graphic for Beacons? At 5:56 in the video, they almost look like destroyed Zerg structures without the creep.
I thought this build was just okay, not too much different than mine. Then the tiling which used the existing output pipe to prime the neighboring array, WOW! Masterful job, very well done!
Ha, nice design! I also countered my higher heavy oil consumption with coal liquefaction, but I used a small nuclear reactor as source for the steam and felt like it was a bit overkill - it fills a steam buffer of a few tanks and thus the "on-demand" fuel thrown in it does not get wasted. But this is a completely different level - I assume you can help it to stabilize with cutting off the output until the solid fuel production backed up completely. This could possibly even allow one module to jump-start the one below within seconds, no need to wait for it to stabilize.
Would you mind creating a few "stamp" recipes of your name, logo, etc? Of various sizes? I would appreciate it, so I can stamp them down next to your designs in my base. :)
This is a really awesome blueprint walkthrough, however, I was hoping for a thorough guide on the principles of coal liquefaction. Any chance you will do that some time?
A fully moduled and beaconed advanced oil setup converts 171 crude oil to 255 petroleum per second. wiki.factorio.com/Oil_processing To match the 1800 pet here, you would need about 7 adv oil setups, needing about 1200 crude oil per second. So divide that by your pumpjack speed. It is hard to say exactly, as oil decreases speed over time, and you can also add both speed modules and speed beacons to pumpjacks.
Hmmm, i have one un-obvious question. The production of solid fuel is slightly more than consumption (with boilers). So, after some time this blue belt will be full of solid fuel. After it the consumption of heavy oil (in chemical plant producing solid fuel from heavy oil) will be decreased and this will break the entire chain of coal liquefaction. How this can be solved?
Im stupid or an idiot ... Your starting key, boah, that was like the answer of the meaning of life for me. Using heavy oil barrels and a can opener to start the production at the coal liquefaction plant ... mee, and i used a fuel wagon for this ... oh this shame! It was so simple ... And second, i want now a sound-modification for working refineries, i want them to sound like a ship engine ... damn, that was fun to watch ... Oh, third, im now reworking my coal liquefaction. Not sure, if i should upvote or downvote you for this ... its now 21:25 there, bet, it will be 03:43, when i see the clock at the next time ...
Hi Nilaus. My first comment to you. Enjoyed all of your masterclass videos so far. I am using your oil, hub, and science blueprints in my base right now. I have actually modified your Blue Science build for LDS. I am still watching your Welcome to Factorio series(yes, its over a year old, but I am still learning), and your current escape from Nauvis build. I hope that soon your next or upcoming soon Masterclass video deals with trains and proper signalling. Signalling is kicking my butt! I hope your upcoming video helps me. Looking forward to it and keep up the good work.
Nilaus is the master in all things Factorio. That being said I have seen a video that was quite clear and very helpful with the brain hurt that train signaling gave me. ua-cam.com/video/Co136r7pkTk/v-deo.html
I want to build this, but what exactly happens when i dont use the petroleum? Can i not just store it in tanks and use it when times comes or is the machine breaking if its ful?
Achievement unlocked: mathematician. Build a (near) perfectly balanced closed-loop oil setup. Awesome work! Also do you mind to make a masterclass for tiered tileable smelter setups?
The setup is so complicated but I see the utility. Steam is a funny one. With my base I could export from the nuclear plant. But do I wanna direct pipe or train it? Barrel it for the meme
It would be really helpful to have all your blueprints on a single page. When I hunt for them once on your pastebin area it can become quite hard to find them all as the titles aren't intuitive for what they provide. Maybe I am the only one experiencing this but just a piece of constructive feedback. Thank you and your twitch stream who collaborated together on this design. I watched the stream yesterday and it was really interesting to see the design process unfold.
when on the pastebin page for one design, look up on the page and click on 'nilausTV', there you will find all the blueprints he put up. tl;dr pastebin.com/u/NilausTV
If you cut off the coal it eventually just stops as without the coal to convert there's no oil production. You should have enough heavy oil in the refineries to jump start it if you find a way to replace the coal, but it's probably better to tanker off some heavy oil when it's running in case you need to jump start it to be safe.
The "collective pipe" word you're looking for is "manifold". How well does this work with nuclear steam? Does the higher temperature mean it needs less volume?
As far as I know, in factorio Steam is Steam. The heat exchanger just uses heat from a nuclear reactor rather than fuel. You *could* tap into a nuclear reactor to keep this thing going, but it's much easier to fuel this thing with it's own byproducts and keep it as a closed loop.
@@kevingriffith6011 I believe there is low-temp vs. high-temp steam under the covers. Low-temp steam won't work in a Turbine, but high-temp steam will work everywhere. Agree, total overkill for liquifaction though and better to keep everything contained.
@@chris909090 So I learned a bit since I commented this, but you're half right about the turbine. Low temp steam *will* work in a turbine, but it won't reach it's full efficiency. It's still better than the steam engine in every respect though, even if you're using low temp steam.
@@metamud8686 Two different mods: FNEI is one, Max Rate Calculator is the other. FNEI basically lets you look up recipes for how something is made, and also lets you see where something is used. Useful for new players or when exploring new mods - less so outside of those two situations. Max Rate Calculator is a nice compliment to the online Kirk McDonald calculator. There's also Helmod (another in game mod for figuring out setups) but the UI is one of the most confusing things I've ever seen so I gave up on it.
copy the text. In game you open the "Import Blueprint" options (it is to the right of your hotbars). If you need more help drop by the Discord and ask there. Easier with screenshots
Hello Nilaus, thank you for this nice video. Currently I don't have a megabase yet, but I think I will be able to integrate your layout well into my railway megabase :) May I make a suggestion for the presentation of your future tutorials? If you point with the mouse pointer at something, please move it slower. It is sometimes difficult to "find" the mouse pointer so quickly to see what you are pointing at. Especially if you move it quickly back and forth, for example to encircle something. Maybe you can use a tool or something similar to make the mouse pointer more noticeable. :) Many greetings Sven
I am wondering if using coal for the steam instead of solid fuel would be more efficient. You are spending ressources and energy to convert the coal into heavy oil, then more to convert the oil into solid fuel. Wouldn't you be spending less ressources just using the coal as fuel directly to obtain the steam ? Also... any thoughts on using nuclear as a source for steam for this purpose ?
seems like more trouble than it's worth. But hey, I've got less than 100h and didn't launch a single rocket, so what do I know? Maybe it's good for megalomaniacal megabases that get low on oil somehow, or for deathworlds when finding new resources can be impossible short term.
i think its more useful if you need bulks of heavy or light oil, since cracking down has losses associated, with liq being for oil based while oil fields are primarily for petgas. Theres also some math that suggests you can get more fuel value out of converting coal into solid fuel with prod modules, though i havent done it myself so im not sure.
Hello, I'm a newbie to the game and am quite confused with the ratio calculation that goes into designing, well almost everything in this game properly. Could someone please help me understand the math a little bit? And it's not just for the oil (it's well beyond my capabilities at this point), but on a more holistic level. EDIT: I suppose I could just copy the blueprints Nilaus has so generously provided, but if I just copy stuff, I doubt I'll learn proper design.
Good thinking, the game is so much more satisfying if you understand why blueprints work before making use of them. Ratios are rather straightforward in the early to mid game, just look at crafting times and quantities and line them up, e.g. green circuits require 3 copper cable per half second, but copper cable is only made at 2 per half second, ergo 3 cable per 2 green is a perfect ratio. You can use online calculators, but all the information is readily available ingame... even if it sometimes requires long and ugly operator chains to make sense of.
@@enaero1713 Thanks, that's a start, and I've got some idea on crafting for a few simple things, but what about other stuff, like smelting stack sizes? How did people arrive at 48 smelters per stack? And how do belt speeds factor into the ratio calculation process?
Another query, if you don't mind. I can see that the factorio wiki lists the production time as 0.3125/sec, which I assume you're rounding up to 0.32. Is this the case for all fabricator components (smelters, pipejacks, assemblers, etc.)?
my personal rating: Introduction: 10/10 Tech and Recipe: 7/10 it was boring for me but not every one know about this crafting recipe. Designing Coal Liquefaction: 8/10 it explains everything about the blueprint. Blueprinting: 9/10 shows how to correctly use the BP not everyone does it. It's a very good touch. Testing Coal Liquefaction: 7/10 shows how it works and its cool features and mechanics. Tileable Blueprinting: 10/10 puts the BP in a real scenario and the fact that this monstrosity tiles its bonkers. OVERALL RATING: 8/10
Such a waste... Burning some of the precious oil as solid fuel is not an option. Much cleaner to use left over steam from nuclear plants to run coal liquifaction, preserving all the carbon for plastic.
So you propose to pipe/train Steam from your Nuclear power plant to this Coal Liquefaction in order to save a minuscule amount of coal... That sounds like a waste of time
@@Nilaus I know and it was a joke, i do run it that way in my current factory tho but that just happened because i was setting it up and noticed i had my nuclear plant right next door XD
All Master Class Blueprints are available on FactorioBin
Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524
(Pastebin links no longer work)
“It’s going to be an awful spaghetti mess”
That is cleaner than almost anything involving oil that I have ever made
I've watched the entire masterclass series, and I have to say the thing that is the most helpful wasn't the builds you provide, but learning from your example the design process and applying it to design my own builds.
This. I've learned how to do things without copying them one on one, but the solutions being readily available is a godsent if you're stuck
Love the idea of using solid fuel to fill up the boilers.
In our factory we can not afford to lose even a small bit of hydrocarbon energy!
You can't use oil to fuel boilers in vanilla factorio. I love it because it makes the ratios work out just right, and I never would have thought of it on my own.
@@卜仁宁 I believe the comment above was why not use coal to fuel the boilers or solid fuel produced from light oil (rather than heavy). Coal is less efficient than solid fuel, but it is more efficient to make solid fuel from light oil. I think if you math it out, it makes more sense to crack your excess heavy oil down to light oil, and use it produce solid fuel. This is stated on the wiki as well.
For sure it's more efficient to make solid fuel from light oil. That said, this design chooses not to do that because you would have to manually add fuel to the boilers at startup instead of just pumping some heavy oil into the system. Also the ratios work out so if the design didn't use solid fuel there would need to be another heavy to light oil cracking plant.
I dont get it... clearly the efficient solution is to use exess steam from nuclear plants for this XD
Watching this 18 months after you posted it, so i have no idea if you’ll see this comment, but wow, this is amazing! It’s so well balanced and beautiful.
He meant to say "... consume a full blue belt of coal" as opposed to copper, for those who may be confused.
Yes, Ninglish 🤔 is a magical language 🤪
Lol he also said "run die" instead of "run dry". Not sure if meant to say that or not. We all have our occasional word flubs. 😄
Hahaha. If you watch some of his Let's plays, he often calls anything green, green circuits. As well as red and blue. It's funny because you eventually understand what he means automatically, even though you catch the mistake lol.
Definitely rewinded twice, copper ? What? Lol
That's the rule of Copper: If a game has both coal and copper, 75% of youtubers will at some point mistake one for the other. It's not only Nilaus, and it's not even only Factorio.
Dude, this video was awesome. Love how you walked through the design process, and it scaled up so beautifully. You’re a maestro
Oh man. I’ve been playing this game since the beginning and feel confident about my skills (beaten bobs and angels). But when I watch your videos I realize I am just a padawan. Thanks!
The entangled tiling approach is just amazing!
In my opinion, one of the best uses for Coal Liquefaction is being able to convert coal *directly* into plastic without needing petroleum imported from offsite. By the mid/late game, you've generally got way more coal than you know what to do with, and the only consumers of coal I can think of off the top of my head are Grenades for military science and plastic, so most of the time you'll be swimming in the stuff. There is a distant worry that you'll overconsume the stuff and run out, but chances are that's not going to happen any time soon.
Yeah, good point. We require a new design now! :P
1000% good point!
I'm surprised that the end of his video wasn't running the second belt of coal to the petroleum output and plopping down a beaconed plastic blueprint that precisely consumed the entire petrol output LOL
There were two things I really liked about this video and would like to see reappear in future master class videos:
1) doing much more design work/explanation in the video, rather than simply describing/displaying/demonstrating blueprints
2) having "chapters" (as I believe UA-cam calls them) so that portions of the video could be easily skipped (and to give a bit of a preview of what's to come).
I think this is the best master class video yet (and a very good build to boot). Keep up the great work!
Just seconds before you showed us, my brain told me "remember he said tileable"l and look at simliar shapes and draw connections. So I had a real "Hodor" moment. Literally mindbending!
I believe I am going to have to watch this one a few times to fully absorb! I appreciate your walk through of the ratio calculations, it helped a great deal to understand the "why" not just the "how"
Nilaus you're freaking brilliant. I would have never conceived of a design like this. Precisely balanced AND tileable. And it's beautiful when you see the whole thing together. You inspire me.
Now to get to the point of the game where I can afford tons of modules and beacons :D
Fantastic tutorial and design as always!
I found these tutorials useful just for giving me an idea how to plan production. In this case I'm goint to start by designing my own coal conversion (say, one red belt of coal for now) and without modules, since I don't have modules for proper crude oil refinery and can't afford to build another one (I have rather crappy oil spawns on my map), yet I need way more petroleum than I can produce at the moment. Luckily I have few coal patches ready to tap into.
Once I can afford modules en masse, I might switch to fully beaconed setups (I'm going for my first megabase).
Wow...just...wow. Your skill at this game really shines through with this build. Great job!
Something I really want to try with coal liquefaction is: you're already producing steam for the liquefaction. What else does the build require other than coal and water? _Power._ What other than coal liquefaction can be made with coal and water? _Power._ Unfortunately, boilers and steam engines can't be upgraded the same way the modules and beacons upgrade the processing itself, and those upgrades massively increase the power draw making it infeasible to provide enough power to one of these setups using only on-site generators. Such power generation seems like it would eclipse the actual processing in size.
ive never heard of the rate calculator but it's such an amazing tool for optimizing your builds.. thank you for introducing it.
I am so glad I found this channel, it has saved my factory 😂😂
What a beautiful, elegant build! So many constraints met so well.
I used your ratios to make the nuclear power plant. One difference I included was to store the excess steam into fluid tanks to be used for the coal liquefaction process, since my power output exceeds my power consumption and the steam isn't being fully utilized.
^This guy gets it
If I understand it, you are relying on the fact that heavy oil will flow to the inputs first to ensure the heavy oil didn't run out. In my experience, it kept running out. Why rely on a feature like that when a single pump hooked to a nearby fluid tank via a logistics wire is a guaranteed way to ensure the heavy oil doesn't run out.
Thats why he uses long chains of normal pipes instead of underground pipes to the heavy oil cracking. Due to the pipe distance, oil will flow to the inputs first instead of running out to the heavy oil cracking plants.
VERY impressive! Not only you putting it down by hand, and then it lining up perfectly... but the tileable blueprint, too!
Very useful and clever design. Thanks for sharing this. This solves my plastic problem.
Nilaus, I have to thank you for this. Just last night I went down the rabbit hole of frustration trying to fix the fluid levels in my pipes. Just could not wrap my brain around how a tank can be full yet the 20th pipe down the line has almost nothing. I had a coal patch right beside my Rocket Fuel and Solid Fuel City blocks and this fixed my OCD. Thank you good sir!
Pipe throughput is your issue, I believe. wiki.factorio.com/Fluid_system, check minimized chart under "pipelines".
I had some fun with my liquefaction build. Building boilers and burning a bit of the coal, that's just too mainstream. I ran a train up to the nuclear plant, bottled up some of that sweet atomic steam, and shipped it straight to the liquefaction center. Worked brilliantly, and I got to say that my factory has a genuine steam train.
Just awesome! 1700 hours here and never used it haha. You have explained it so good... Will try ur blueprint mate, thanks for ur work!
Hi Nilaus, love the designs. I usually start liquefaction very early - I often rush purple to get it - because I really hate that the crude oil tapers off, hard to design a decent base when at first the capacity for plastic is fantastic, but your copper isn't capable of supporting a high throughout of reds. Then, when you get that sorted, the plastic tapers off because the pumpjacks are losing it. I prefer setting up coal liquefaction because it is a definite and stable throughput that is calculable.
I'll do a test of the design without beacons or modules, I hope that it can be used earlier in the game as well! I suspect there power consumption with all those modules is rough for a pre nuclear base.
Yes exactly! I hate that crude oil tapers off, which messes up the large scale plastic production and you spend ages trying to rebalance everything. Coal liquefaction way is much more stable.
@@ishaanmalhotra3008i just ran into that problem on mine. Dealing with keeping flame turrets supplied with light oil atm. Just one atm is all i need to keep reserves. Its nice. Very nice.
Plastic will be next. But i gotta expand my crappy first base
jumped from the twitch stream back to liking this video, forgot it. :-D
Great tutorials! And a very clear and calm talking, perfekt for the after-work-hours to watch and learn.
Awesome!
What an ingenious, edge of the knife design.
I have used this blueprint to good effect with a slight modification. I have pumps stopping the light oil to petroleum cracking. The main reason for this is to create a stockpile of light oil which I use for flame turrets as well as for rocket fuel. I always find I have enough petroleum but no light oil if I crack it all.
Last time I did coal liquefaction I set it up as a dedicated rocket fuel facility, but I do agree that you want to try to have a single output when using liquefaction. Makes them much less fiddly than they would be if you tried to pull multiple outputs.
A single output is always easier, but if you want multiple outputs then all you need is a tank and pump to force the heavy oil back to the inputs before it can go to cracking.
You are one of the best experts for Factorio. How many time have you spant on the 1) Development and the rocket, 2) Making the complete map, 3)Making your serie of video’s? It’s amazing how you have done?
I think this video needs to be updated for Space Age because on Volcanus you do need to go from coal liquefaction to lubricant and light oil not just petroleum
there is beauty in this madness. good job with the design and tutoring.
Another great video, love the way you explain things. Going to have to watch this one a few times to grasp what you said. On another note, what happened to the Processing Unit video? I saw you had one for Green and Red, just missing Blue.
Awesome Master Class as usual.
Would be great to show how this could be a standalone plastic facility.
this design is mad awesome
"so if you liked this video AND YOU ARE STILL AWAKE" - listen, there's no need to call me out like that. rude.
Great video, quick question - Did they change the graphic for Beacons? At 5:56 in the video, they almost look like destroyed Zerg structures without the creep.
Yep! It's been in the Friday facts a couple times now I think.
Yes, very recently. It has been the subject of a few FFFs.
Elegant! Thanks to you for the content, and thanks to your supporters that help make it happen! You are all wonderful. :)
I thought this build was just okay, not too much different than mine. Then the tiling which used the existing output pipe to prime the neighboring array, WOW! Masterful job, very well done!
Ha, nice design!
I also countered my higher heavy oil consumption with coal liquefaction, but I used a small nuclear reactor as source for the steam and felt like it was a bit overkill - it fills a steam buffer of a few tanks and thus the "on-demand" fuel thrown in it does not get wasted.
But this is a completely different level - I assume you can help it to stabilize with cutting off the output until the solid fuel production backed up completely. This could possibly even allow one module to jump-start the one below within seconds, no need to wait for it to stabilize.
Thanks for the BP. I like it very much to use it !
Would you mind creating a few "stamp" recipes of your name, logo, etc? Of various sizes? I would appreciate it, so I can stamp them down next to your designs in my base. :)
just write ni in pipes beside it lol
That's pure engineering beauty!
Great stuff, as usual! Looking forward to what is next in the Master Class!
I hated oil before your channel. I still hate oil, but now I can funnel that hatred into useful stuff like plastic production!
This is a really awesome blueprint walkthrough, however, I was hoping for a thorough guide on the principles of coal liquefaction. Any chance you will do that some time?
just to have an idea, how big of an oil patch would you need to extract similar amount of petroleum?
A fully moduled and beaconed advanced oil setup converts 171 crude oil to 255 petroleum per second. wiki.factorio.com/Oil_processing
To match the 1800 pet here, you would need about 7 adv oil setups, needing about 1200 crude oil per second. So divide that by your pumpjack speed.
It is hard to say exactly, as oil decreases speed over time, and you can also add both speed modules and speed beacons to pumpjacks.
Hmmm, i have one un-obvious question.
The production of solid fuel is slightly more than consumption (with boilers). So, after some time this blue belt will be full of solid fuel. After it the consumption of heavy oil (in chemical plant producing solid fuel from heavy oil) will be decreased and this will break the entire chain of coal liquefaction.
How this can be solved?
Once the solid fuel belt and buffer overload, doesn't the heavy oil get overproduced, causing it to stall?
" you maybe tempted to just move this up here, but NOPE" lmao i watch these for your humor firstly, and then your knowledge second
Liked the video, only im bad at factorio and havent gotten to the point of coal liquefaction or even enough power production for beacons
Im stupid or an idiot ...
Your starting key, boah, that was like the answer of the meaning of life for me.
Using heavy oil barrels and a can opener to start the production at the coal liquefaction plant ... mee, and i used a fuel wagon for this ... oh this shame! It was so simple ...
And second, i want now a sound-modification for working refineries, i want them to sound like a ship engine ... damn, that was fun to watch ...
Oh, third, im now reworking my coal liquefaction. Not sure, if i should upvote or downvote you for this ... its now 21:25 there, bet, it will be 03:43, when i see the clock at the next time ...
Hi Nilaus. My first comment to you. Enjoyed all of your masterclass videos so far. I am using your oil, hub, and science blueprints in my base right now. I have actually modified your Blue Science build for LDS. I am still watching your Welcome to Factorio series(yes, its over a year old, but I am still learning), and your current escape from Nauvis build. I hope that soon your next or upcoming soon Masterclass video deals with trains and proper signalling. Signalling is kicking my butt! I hope your upcoming video helps me. Looking forward to it and keep up the good work.
Nilaus is the master in all things Factorio. That being said I have seen a video that was quite clear and very helpful with the brain hurt that train signaling gave me. ua-cam.com/video/Co136r7pkTk/v-deo.html
@@tootall1488 I have seen the video last week. And it helps. But I am hoping Nilaus will clear everything up better.
I want to build this, but what exactly happens when i dont use the petroleum? Can i not just store it in tanks and use it when times comes or is the machine breaking if its ful?
Love this blueprint
That was cool design the pipe made me upset then it made sense!
very clever design
All hail Nilaus the Factorio god
Achievement unlocked: mathematician. Build a (near) perfectly balanced closed-loop oil setup. Awesome work! Also do you mind to make a masterclass for tiered tileable smelter setups?
The setup is so complicated but I see the utility. Steam is a funny one. With my base I could export from the nuclear plant. But do I wanna direct pipe or train it? Barrel it for the meme
It would be really helpful to have all your blueprints on a single page. When I hunt for them once on your pastebin area it can become quite hard to find them all as the titles aren't intuitive for what they provide. Maybe I am the only one experiencing this but just a piece of constructive feedback. Thank you and your twitch stream who collaborated together on this design. I watched the stream yesterday and it was really interesting to see the design process unfold.
when on the pastebin page for one design, look up on the page and click on 'nilausTV', there you will find all the blueprints he put up.
tl;dr pastebin.com/u/NilausTV
metamud thank you very much 😀
That wasn't just an elegant tileable design, that was a woven tapestry
I'd like to pay as much attention in my classes as I pay in Nilaus' master classes
I can only say Beautiful
Thank you for your work!
So, what happens, if the coal dries out or the coal train is too late and the coal belts get empty?
If you cut off the coal it eventually just stops as without the coal to convert there's no oil production. You should have enough heavy oil in the refineries to jump start it if you find a way to replace the coal, but it's probably better to tanker off some heavy oil when it's running in case you need to jump start it to be safe.
is it correct that you wouldnt need oil if you have this up and running?
thanks for always making good videos. =)
superb! thanks for nice explanation.
tilable part is definitely the art.
Perfectly Balanced.. As all Things Should Be
Nice would be cool to have a build that takes coal and water in and plastic out.
thx a lot fo r this liquefaction tematic explained. One question, what is the size of block rounded with stone where you put production units ?
Check out his City Blocks Master Class video - it fully goes through it and gives you a blueprint.
The "collective pipe" word you're looking for is "manifold".
How well does this work with nuclear steam? Does the higher temperature mean it needs less volume?
As far as I know, in factorio Steam is Steam. The heat exchanger just uses heat from a nuclear reactor rather than fuel. You *could* tap into a nuclear reactor to keep this thing going, but it's much easier to fuel this thing with it's own byproducts and keep it as a closed loop.
@@kevingriffith6011 I believe there is low-temp vs. high-temp steam under the covers. Low-temp steam won't work in a Turbine, but high-temp steam will work everywhere. Agree, total overkill for liquifaction though and better to keep everything contained.
@@chris909090 So I learned a bit since I commented this, but you're half right about the turbine. Low temp steam *will* work in a turbine, but it won't reach it's full efficiency. It's still better than the steam engine in every respect though, even if you're using low temp steam.
That 'max calculator' thingy could have used some explanation to the uninitiated. Is it a built-in? If so, how do I pop it up? Is it a mod?
FNEI is a mod
@@ryanrhoden1842 Oh, is it FNEI! I thought that only had de 'info' pages on recipes... Thanks :-)
Nilaus didn't use FNEI but Max Rate Calculator. It's a little useful mod: mods.factorio.com/mod/MaxRateCalculator
@@metamud8686 Two different mods: FNEI is one, Max Rate Calculator is the other. FNEI basically lets you look up recipes for how something is made, and also lets you see where something is used. Useful for new players or when exploring new mods - less so outside of those two situations. Max Rate Calculator is a nice compliment to the online Kirk McDonald calculator. There's also Helmod (another in game mod for figuring out setups) but the UI is one of the most confusing things I've ever seen so I gave up on it.
Could yo do a robot production blueprint?
Thank you!
I get why the first one is a red belt, but why is the rest blue? Why not make it all red and save a few resources?
if you have all those materials for beacons and modules it's assumed 6 blue belts are not a big deal :)
can somebody give step by step on how to use blueprints from link? i get to pastebin but dont know how to add the text/file to my game. Please help
copy the text. In game you open the "Import Blueprint" options (it is to the right of your hotbars). If you need more help drop by the Discord and ask there. Easier with screenshots
@@Nilaus Thank you. will try next time i load up the game. Also will drop by discord when i grab a moment. Thanks again
Wauw!!!!!!!!!! great Work!!!!!!!!!!!!!!!!!!!!!!!!
Hello Nilaus,
thank you for this nice video. Currently I don't have a megabase yet, but I think I will be able to integrate your layout well into my railway megabase :)
May I make a suggestion for the presentation of your future tutorials? If you point with the mouse pointer at something, please move it slower. It is sometimes difficult to "find" the mouse pointer so quickly to see what you are pointing at. Especially if you move it quickly back and forth, for example to encircle something. Maybe you can use a tool or something similar to make the mouse pointer more noticeable. :)
Many greetings
Sven
I am wondering if using coal for the steam instead of solid fuel would be more efficient. You are spending ressources and energy to convert the coal into heavy oil, then more to convert the oil into solid fuel. Wouldn't you be spending less ressources just using the coal as fuel directly to obtain the steam ? Also... any thoughts on using nuclear as a source for steam for this purpose ?
seems like more trouble than it's worth. But hey, I've got less than 100h and didn't launch a single rocket, so what do I know? Maybe it's good for megalomaniacal megabases that get low on oil somehow, or for deathworlds when finding new resources can be impossible short term.
i think its more useful if you need bulks of heavy or light oil, since cracking down has losses associated, with liq being for oil based while oil fields are primarily for petgas. Theres also some math that suggests you can get more fuel value out of converting coal into solid fuel with prod modules, though i havent done it myself so im not sure.
Hello, I'm a newbie to the game and am quite confused with the ratio calculation that goes into designing, well almost everything in this game properly. Could someone please help me understand the math a little bit? And it's not just for the oil (it's well beyond my capabilities at this point), but on a more holistic level.
EDIT: I suppose I could just copy the blueprints Nilaus has so generously provided, but if I just copy stuff, I doubt I'll learn proper design.
Good thinking, the game is so much more satisfying if you understand why blueprints work before making use of them. Ratios are rather straightforward in the early to mid game, just look at crafting times and quantities and line them up, e.g. green circuits require 3 copper cable per half second, but copper cable is only made at 2 per half second, ergo 3 cable per 2 green is a perfect ratio. You can use online calculators, but all the information is readily available ingame... even if it sometimes requires long and ugly operator chains to make sense of.
@@enaero1713 Thanks, that's a start, and I've got some idea on crafting for a few simple things, but what about other stuff, like smelting stack sizes? How did people arrive at 48 smelters per stack? And how do belt speeds factor into the ratio calculation process?
@Teura Ah, now it starts to make sense. Thanks, friend.
Another query, if you don't mind. I can see that the factorio wiki lists the production time as 0.3125/sec, which I assume you're rounding up to 0.32. Is this the case for all fabricator components (smelters, pipejacks, assemblers, etc.)?
@Teura I think I see now. Thanks again. Let me see if I can get to mid-game by myself.
If I don't drive myself nuts with layout efficiency.
So cool
Sorry for my stupid question, i dont get the constant kombinator straight... what am i doing wrong?
Wow, just wow.
hi nilaus you can do a guide for landfill build, i almost endgame and still dont know how to make a good landfill build
Those new beacons are incongruously 2D looking IMO
I followed the design process in their blog but I think they ended up in a weird place with this look
This build looks lots like a spaceship.
My ass thought it was coal liquification
my personal rating:
Introduction: 10/10
Tech and Recipe: 7/10 it was boring for me but not every one know about this crafting recipe.
Designing Coal Liquefaction: 8/10 it explains everything about the blueprint.
Blueprinting: 9/10 shows how to correctly use the BP not everyone does it. It's a very good touch.
Testing Coal Liquefaction: 7/10 shows how it works and its cool features and mechanics.
Tileable Blueprinting: 10/10 puts the BP in a real scenario and the fact that this monstrosity tiles its bonkers.
OVERALL RATING: 8/10
I feel like cheating just copying this from you, but at the same time I'll never do anything so finely balanced as this lol
You broke me, since I watch you play Factorio I can't stand watching people play which are not so experienced.
The best use of coal liquefaction is to make rocket fuel
Dislike no pump prioritized feedback or logic switched cracking. Asking for problems.
Such a waste... Burning some of the precious oil as solid fuel is not an option. Much cleaner to use left over steam from nuclear plants to run coal liquifaction, preserving all the carbon for plastic.
So you propose to pipe/train Steam from your Nuclear power plant to this Coal Liquefaction in order to save a minuscule amount of coal... That sounds like a waste of time
@@Nilaus I know and it was a joke, i do run it that way in my current factory tho but that just happened because i was setting it up and noticed i had my nuclear plant right next door XD